Planning the route a unit takes

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pupski
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
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Planning the route a unit takes

Post by pupski »

My friendly forces where happily invading France and everything went slow both smooth. I had a tank unit that assisted in capturing an empty city and was on it's way to block the retreat of an enemy tank. Now I remembered from earlier experience that the city to the left would probably have some units stationed in front of the city hex so I wanted to avoid that hex (see image). Still my tank, all by itself, chooses to end it's turn next to some anti tank guns. This is clearly not what I want. Is there a way to set the desired route a unit takes and/or will it be implemented, cause it seems there is no way to avoid a tank taking the route you don't want it to take.

And I seem to be not clever enough to put the picture in this post, but maybe I will learn that someday..
Rudankort
FlashBack Games
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Post by Rudankort »

We have plans to visualize movement trajectory; no promises for altering it though.
pupski
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 371
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Post by pupski »

That would be very useful when deciding, now it's a bit of a gamble. In the image I imagined the tank would take the bridge and then keep right on the rail track, not so it did.
pupski
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 371
Joined: Sun Sep 26, 2010 12:42 am

Post by pupski »

Image
this is the corresponding image..
Rudankort
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Post by Rudankort »

If it were a normal road, the tank would go along it because it is less expensive (takes less fuel). But in the example shown the paths along the railroad or clear ground were equivalent, so the engine chose a random one. It does not take subtle things, like presense of enemy airfields next to the path (which might contain enemy units hidden by FoW) into account.
pupski
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 371
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Post by pupski »

I understand, thanks, but it would be very sensible if it did take this into account, it's a big part of hat the game is all about. It is good if the path was shown before you move the unit. Maybe that a hot-key that cycles through different routes can do the trick. Like a car navigation system uses when a road is blocked. Press a button and get an alternative route.

In this case I was full aware of the possible resistance near the airfield but had no chance to choose the right path, and that limits my tactical possibilities. I hope it will be possible in the future. In Battlefield Academy you at least see the route a unit takes. If you make a mistake then it's you're own mistake and you where not paying enough attention.

On the positive side, I like the game a lot and the graphics really get to me, they make more sense and look prettier the longer you play.
Eloyd
Lance Corporal - Panzer IA
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Post by Eloyd »

Another thought. Would it not be simpler to be able to incrementally move your untis up to their limits instead of just a one selection done approach?
Xitax
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
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Post by Xitax »

Somewhat related, it would be good to have incremental movement for recon units rather than ending their movement automatically if you successfully move to your hex (even 1 step away) without discovering a new enemy. Incremental movement for other units might be ok. I imagine the only difference would be that you wouldn't get a FOW update until you right-click 'done' moving. However if your path finds an enemy unit you'd be forced to end your movement right away without any choice. I'm not sure if incremental movement for non-recon units would be good or annoying...
Xitax
Administrative Corporal - SdKfz 251/1
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Post by Xitax »

Sorry for the double-post but I want to revise my previous suggestion.

After thinking about it for a while, I think that any unit should be allowed to make partial movements up to the full range of their movement allowance with the following considerations:
1. Trying to occupy a hex where a hidden enemy unit is located ends movement automatically with the player's unit next to it.
2. Both recon and non-recon can both move incrementally the only difference being that the recon unit gets a FOW update after every incremental movement and doesn't get an undo option.
3. Allow non-recon units to undo until right-mouse 'end movement' is entered by the player.
4. After each incremental movement update the movement map overlay to reflect if the unit has any un-mounted or mounted movement radius left to use if it wishes to.

For example: an arty unit is selected by the player. At first the map overlay shows radius 1 'walking' movement and radius 4 'mounted' movement. Suppose 1 move it one hex. Then the movement option is either to stop here or move any of the remaining 3 hexes as a 'mounted'.
heinrich
Senior Corporal - Ju 87G
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Post by heinrich »

Generally I would appreciate incremental movement like in CeaW but with disabling the undo option when the FOW needs an update becauce of an enemy unit...

edit: awww just like in Ceaw *lol*
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